AQUADUKT (Schmidt Spiel + Freizeit, 2-4 players, ages 8 and up, 30 minutes; about $30)
Network games
are a genre unto themselves, and the variety created over the years has given
gamers a lot of good things to try. Santiago
(Winter 2004 GA REPORT)
emerged as an interesting four
player but hugely strategic and nasty five-player game that still hits many game
tables. This year saw more well produced games including this
game, Aquadukt by Schmidt. Comparisons to Santiago will be most readily expected
given the board looks similar and the canals are built and extended using blue
sticks.
Aquadukt is
more family-oriented than Santiago and plays faster. The board shows an eight by
twelve grid with the corners removed, then another four to eight spaces randomly
covered to start the game leaving 88 squares in play for four players and 84
with two players. Each player gets a set of tiles showing from one to four
houses each, and all are used in the two-player games while smaller sets are
used with three or four players. The goal in the game will be to place house
tiles and get them watered, meaning to construct one of up to ten water paths so
that it flows adjacent to your tile. At the game's end, every tile watered in
this way scores equal to the number of houses on the tile. A tile with four
houses requires no greater water source than a tile with just one house, but it
scores four times as much.
The board grid
is further subdivided into 20 areas of four to six spaces each. These are nicely
displayed on the board with both borders and differing landscape features. On a
player's turn, they can do one of three things: add house tiles, start one of
five water sources, or add two pieces of canal to any existing canal or water
source. Adding house tiles is not certain, as a 20-sided die is rolled and the
player can place a tile into one of the free spaces in that numbered area on the
board. If they place a tile, they can continue to place up to three each with
their own die roll, but if they choose not to place the turn ends. Starting a
water source means placing one of five blue glass markers at any intersection on
the board. Extending a canal means placing two canal pieces at a water source or
from the end of a previously-placed canal piece.
The game
evolves based on the results of the die rolls and the placements of the water
sources. Likely tiles will be placed early before determining the locations of
the water sources. The most strategic aspect of the game is the fact that any
one source can have at most two branches coming from it. There is thus risk in
placing a source, as that is the
only thing you do on your turn, as the next
players may extend its two branches in ways that you had not intended. If the
canals are built faster than tiles are placed, players can get lucky and roll
into a space that is already watered. This of course is the surest way to get
the four-house tiles placed, but especially in the four player game it's quite
risky to count on that placement. Double paths can eminent from a source as
well, and a double-wide canal will water two tiles on each side rather than just
one.
The game
includes one other rule that penalizes premature house building. If on a turn a
player places a tile that completely fills the sub-area, immediately any tile
not watered at that point is removed from the game. It is good to keep a small
stock on one-house tiles to discard in these cases, especially toward the end of
the game. It is more often than not that such a case can hurt your opponents
more than you. The spaces freed up this way can later be re-filled, as the
further advancement of the canals can later water those spaces. The game ends
when all the canal pieces are placed, thus the pace can be controlled and
estimating the ending can often determine the best play later in the game.
Aquadukt plays differently with different numbers of players. The two player game is highlighted by the fact that while it is easier to get your tiles watered, getting an advantage through more efficient tile usage is essential. In the four-player game, many more houses will be removed and the choice of houses, source, or canals is more difficult as many things will happen before you can choose again. The game works better with four as a result, but is still satisfying with two or three. The addition of the die removes much of the analysis paralysis that would occur without it, and also adds an element of risk to the house placement. A variant is included that randomizes the scoring some at the end. Most gamers will not use this option but it further reinforces the family nature of the game. The resultant feeling is a game with the weight of Carcassonne rather than something heavier, and as such it is an excellent game for new players and older children as well. For real thinking, play Santiago, but for a decent night-end closer this is a credible new addition. - - - - - - - - - - - - - - - - - Ben Baldanza
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